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973 views1 page

Fallout 2d20 RPG Settlers Supplement Digital PDF 2

Fallout

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Fallout 2d20 RPG

Settlers Supplement
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Lead Designer Financial Controller Community and Design Translations and Publishing
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CONTENTS
Introduction 
  Chapter One   Chapter Two 
SETTLING IN THE SETTLER SETTLEMENTS
WASTELAND CHARACTERS M a n a g i n g Settlements . . . . . . . . . . . . . . . . . 34
Settler Origins . . . . . . . . . . . . . . . . . . . . . . . 10 Settlement Objects and Structures. . . . . . . . .39
Another Settlement Needs Your Help. . . . . . . .4 Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 All the Comforts of Home . . . . . . . . . . . . . . . 52
Choose Equipment ....................25 E xample Wa stela nd Ruins. . . . . . . . . . . . . . . 55
Example Settlement...................57

 Chapter Three   Chapter Four   Chapter Five 

COMPANIONS AND EQUIPMENT GAMEMASTERING


AUTOMATRONS
More Weapons, More Ammo, F a ct i o n Rep u t a t io n s . . . . . . . . . . . . . . . . . . 100
Making Friends.......................60 and More Options . . . . . . . . . . . . . . . . . . . 88 Individual NPC Reputation . . . . . . . . . . . . . 113
A Few Friendly Faces . . . . . . . . . . . . . . . . . . 64 New Damage Effec ts . . . . . . . . . . . . . . . . . . . 88 Synth Player Characters . . . . . . . . . . . . . . . 115
Building Automatrons . . . . . . . . . . . . . . . . . . 76 Ammunition . . . . . . . . . . . . . . . . . . . . . . . . . 89 Building a Settlement Identity. . . . . . . . . . . 117
Small Guns . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Making and Maintaining Allies . . . . . . . . . .127
Energy Weapons . . . . . . . . . . . . . . . . . . . . . . 91 Atta cking Settlements. . . . . . . . . . . . . . . . . 132
Big Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Rescuing Settlemen ts . . . . . . . . . . . . . . . . . 137
Automatron Melee Weapons. . . . . . . . . . . . .96

Chapter Six 

SETTLERS OF
THE WASTELAND
Settlers . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Minutemen.........................153
NCR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
The Railroad. . . . . . . . . . . . . . . . . . . . . . . . 161
The Institute. . . . . . . . . . . . . . . . . . . . . . . . 166
Trade Caravans. . . . . . . . . . . . . . . . . . . . . . 170
Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Turrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189

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Introduction
SETTLING IN THE WASTELAND
ANOTHER SETTLEMENT NEEDS YOUR HELP . . . . 4

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INTRODUCTION CHARACTERS SETTLEMENTS COMPANIONS EQUIPMENT GAMEMASTERING SETTLERS OF THE WASTELAND

Introduction

SETTLING IN
THE WASTELAND
ANOTHER SETTLEMENT NEEDS YOUR HELP
In the shadow of nuclear annihilation in the North own secluded settlements. After decades of peaceful
American Commonwealths, pockets of civilization cohabitation in the green jewel of the Commonwealth
endured its harsh nuclear winter. Deep underground in downtown Boston, ghouls were banished from
and experimented on without their knowledge, small Diamond City on a campaign promise by a newly
communities of fortunate candidates populated Vault- elected Mayor McDonough. In the Capital Wasteland,
Tec facilities designed to save humanity, repopulate Underworld is a safe haven for angry and disenfran-
the surface, and test the edges of humanity’s limits. chised ghouls in the region, taking up residence in
Meanwhile, those who had survived the nuclear Washington D.C.’s old Museum of History. While not
strikes across the continent did whatever they could overtly hostile, their suspicion and caution toward
to withstand the nuclear fallout, rebuild, and gather outsiders is well earned, but those looking to trade or
enough supplies to live. While some formed commu- escape the predatory super mutants of the Mall can
nities that helped one another and provided some find safety here for a brief time.
law or order, it wasn’t long before those without the
means to sustain themselves turned to violence to By far, the biggest example of civilization post-
take what they needed. Like the years before the Great Great War is the formation and growth of the New
War, resources are a constant struggle against culti- California Republic, blooming from the tiny ado-
vating the harsh environment and defending against be-covered hovels of hady ands after the dwellers
raiders intent on taking everything they can. of Vault 15 left the safety of their shelter and followed
their reclamation plans: build a settlement from
As years turned into decades, some with prolonged scratch all thanks to the Garden of Eden Creation Kit
exposure to the radiation of the atomic war began to kept in their vault. hady ands quickly established
mutate and turn into ghouls—a necrosis that ravaged itself as a thriving settlement, able to farm the land,
human and animal bodies alike. Their flesh and bodies tend to the wasteland’s unique brand of cattle, and
rotted away. till, their mutations allowed them to defend itself from raiders jealous of their prosperity.
endure the radiation that killed so many others and The attraction of the protection and amenities that
miraculously extended their lifespans. In the west, hady ands provided would allow it to grow into the
some ghoulish survivors of Vault 12 would form the largest population center in pre-War California, and
settlement of Necropolis—a so-called “city of the soon the values and lifestyles it promoted would turn
dead”—a settlement with its own troubles and politics it into the heart of the New California Republic—a
until a pivotal encounter with a vault dweller from democratic society of personal liberty, freedom an
Vault 13 to the northeast. In the east, ghouls emerged economy, and law and order. New California would
just as early as the west coast and eked out what lives expand its borders over the decades to subsume sev-
they could amongst other human survivors. They did eral other settlements and form several ‘states’ from
not always find themselves welcome, fleeing perse- Arroyo in the north to Baja in the south.
cution from xenophobic neighbors or forming their

4 FALLOUT The Roleplaying Game

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Pockets of civilization endure along the east coast and the Boston ruins. Their performance would raise
south into the Appalachian Mountains, but not one their reputation around the Commonwealth to great
polity claims to govern the whole area’s inhabitants. heights, leading them to attempt to form a provi-
In the Commonwealth Wasteland, survivors are scat- sional government, only to be thwarted by a bloody
tered along the coast and centralized around the ruins plot that killed the delegates. Eventually, the Quincy
of Boston, Massachusetts, where different factions Massacre would end this version of the Minutemen,
fight for the little resources left among the devastation as defection and outright assault by the Gunners
of the city hit directly by one of the atomic bombs would destroy the militia’s command structure and
that hit landfall. Emerging from the crater, settlers manpower.
used the sanctuary of Fenway Park baseball stadium’s
high walls to build the Commonwealth’s “Great Green In Appalachia, the emergency services of the pre-
Jewel”—Diamond City. There, settlers enjoyed sanctu- War state of West Virginia would form a part crisis
ary from the dangers of the wasteland around the city response team, part government merely dubbed “The
and its harbor. Internal politics shaped the settlement Responders.” These volunteers formed one of the
as much as its need to defend itself from external first organized community-response groups after
threats. From the evolution of a class structure within the war to help those struggling in the area. The
‘the stands’ to the expulsion of its ghoul population, Responders took to heart the philosophy “you teach
where overt attacks don’t work, people interested in a man to fish” and provided training on basic survival
influencing the Green Jewel must resort to infiltration techniques to anyone able to access their automated
and exploitation. terminals. Integrating with several settlements and
being the best source of food and medicine allowed
Meanwhile, for a time, the Commonwealth would the Responders to hold out a good number of years,
be under the protection of the Minutemen, a militia only a threat as pervasive as the corched Plague in
group with the honorable intent of protecting the the region being enough to wipe them out. However,
people of the Commonwealth at a moment’s notice, that would not be the end of the Responders or the
and this objective would lead them to a decisive battle infrastructure they would leave behind.
protecting Diamond City against super mutants from

ntroduction SETTLING IN THE WASTELAND 5

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INTRODUCTION CHARACTERS SETTLEMENTS COMPANIONS EQUIPMENT GAMEMASTERING SETTLERS OF THE WASTELAND

WHAT THIS BOOK CONTAINS CHAPTER ONE: SETTLER CHARACTERS


This chapter provides a transcontinental series of
Emerging from the ruins of the old world, survi- new character origins for your players, ranging from
vors from all walks of life pick apart the scattered the Commonwealth to the New California Republic.
remains of life before the Great War to make them- It includes a valiant Commonwealth Minuteman,
selves a life in this one. People, as they have for eons, citizens of the New California Republic, a sturdy
group together for protection and mutual support Protectron, enigmatic securitrons, as well as a genera-
while excluding outsiders from their communi- tion 3 synth.
ties. Resources, scarce before the devasting nuclear
exchange, continue to be fought over—settlers All of the origins are compatible with the core rules
cultivating food and water are hounded by those who and feature equipment packs to choose from based on
find it easier to take than to create. Raiders, super the details of their background.
mutants, and other hostile creatures are a scourge to
those who try to bed down and reclaim safe places CHAPTER TWO: SETTLEMENTS
within the nuclear fallout of the wasteland… but done
Building on the survival and crafting rules, this
right, these settlements can thrive and become a glow-
chapter details how you and your companions can set
ing jewel in a rotting crown, providing shelter, food,
down roots and form a settlement that could one day
water, and even a means to live a happier life in the
grow into a thriving shelter away from the harshness
shadow of the mushroom clouds of the past and the
of the irradiated wastes. It describes what you need to
mutated horrors that plague the landscape.
build the basic amenities and infrastructure needed
for such a settlement, as well as how to organize your
Establishing such a settlement is a huge undertaking,
survivors to maintain it and keep everyone happy.
perhaps daunting at first, given the dangers and the
varied locations to settle down. Once the inhabitants
By establishing your own settlement, you can add
can sustain themselves, defend themselves, and gov-
more depth to your Fallout quests, becoming local
ern themselves, they can live, love, and prosper. ome
leaders for those looking for a place to bed down and
pre-War ruins are ripe for the taking. Old military
call home. ettlements of all sizes, from cozy bolt
complexes, bunkers, and even Vault-Tec facilities are
holes to bustling towns, need supplies and materials
ideal locations if cleared of dangerous creatures or evil
driving you to explore more of the wasteland around
inhabitants. At the same time, more readily available
you and scavenging whatever you can find to provide
places litter the surface with opportunities to rebuild
your people with what they need.
the communities: old neighborhoods, farms, and city
streets were located and designed for living and work-
ing, and so many built these settlements on the bones CHAPTER THREE: COMPANIONS AND
of the old. AUTOMATRONS
This chapter begins by detailing how you can recruit
This supplement explores resettling the wasteland, a companion and provides several options for those
rebuilding communities, and the politics and rela- that might join you on your quests, and continues
tionships that those things bring to different groups to explain how you can build your very own robotic
and individuals. Inside you’ll find tools to build a companions. RobCo was just the beginning! Clever
settlement, govern and organize its people, establish roboticists all over the wasteland can modify and even
relationships with companions and settlements, build build their own bots using pre-War materials and
an army of automatrons, and provides gamemasters schematics. This chapter provides rules for crafting
with new non-player characters (NPCs) that best fit and assembling robot parts from scratch using a handy
those themes and style of play. robot workbench.

6 FALLOUT The Roleplaying Game

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With a small army of automatrons to help protect and CHAPTER SIX: SETTLERS OF
manage your settlements, your settlers can rest easy THE WASTELAND
and focus on the things that will make them thrive.
The ettlers of the Wasteland chapter provides new
Your robotic allies can also assist you on dangerous
NPCs focused on settlers, survivors, traders, and
scavenging excursions or as backup when facing a ter-
robots. These NPCs can be used as helpful allies,
rifying foe—just make sure you have the talents and
on-the-road acquaintances, or to populate settlements
skill to build and maintain them.
the player characters encounter on their travels.

CHAPTER FOUR: EQUIPMENT It includes a procedure for converting any human


With new settlements comes new equipment! This NPCs into ghouls, super mutants, or synths, to help
chapter expands the equipment sections of the core GMs add variety to their wasteland locations. The
rules, covering the new equipment that can be utilized chapter also includes various settlers, additional
by the new character origins in chapter one, as well Minutemen NPCs as well as tabletop statistics for
as weapon options for the automatrons you can build: Preston Garvey, a variety of NCR characters including
from the Tesla rifle and cryo jet to jury-rigged big Craig Boone, the Railroad and its top agent Deacon,
guns like the Broadsider and the Cryolator. The Institute and the deadly courser X6-88, statis-
tics for trade caravans and their entourages, as well
CHAPTER FIVE: GAMEMASTERING as several new robots. The chapter rounds off with a
selection of new turrets to serve as dangerous auto-
As you quest around the wastes, news of your deeds
mated defense systems out in the waste or valuable
and decisions travels with you and out to neighboring
protective measures for your settlements, as well as an
settlements, building your reputation with them and
expansion of traps and their effects.
the factions you meet. This chapter covers positive
and negative reputation influences for the key fac-
tions you can find across the wasteland, giving you a
detailed breakdown of what they will react to and how
they will treat you and your companions depending
on your reputation, as well as guidance on how to
integrate player-character synths into your group and
stories.

Your reputation in the wasteland can speak vol-


umes. It can open many doors and opportunities
amongst the key players in the wastelands—from the
Brotherhood of teel to the NCR or even the Institute.
These rules build upon the reputation rules from the
Gamemaster’s Toolkit booklet, p.6.

This chapter also includes building your settlements,


giving them an identity, making and maintaining
allies, and optional quests to attack or defend settle-
ments. You can construct a settlement near the augus
Ironworks like the Forged raider gang or take the
scenic Crater of Atom for an eerie, irradiated home-
stead for your Children of Atom settlers. Managing a
settlement comes with beneficial perks—so long as
you maintain their defenses, the settler’s happiness,
and use any income to improve its infrastructure.

ntroduction SETTLING IN THE WASTELAND 7

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Download now
  
Lead Designer
Nathan Dowdell
Writing
Beth tone, Nathan
Dowdell, Jordan
Campbell, Virginia
Garcia Mchannock,

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